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Overview[]

Survival is a mission type unlocked as you progress through the story and complete each of the three named missions, Hospital, Swamp, and Settlement. Doing so will unlock the corresponding Survival variant of the mission:

For more information on any of the individual Survival maps, check their corresponding pages.

Survival is a gamemode in which players can challenge themselves, their game knowledge, and their ingenuity to defeat up to 100 waves of Monovision Menaces. It is considered the bulk of the game experience due to being the only place a player can truly test their equipment's potential, and offering the means to truly experiment in a sandbox that doesn't end in a few short minutes. It also uniquely rewards special equipment not attainable anywhere else in the game with a special preassigned Loot Drop every 5 waves up to Wave 50.

Just like the base game, player count has a high impact on the difficulty experienced as both enemy count and health will be adjusted accordingly. This has the benefit of making Survival, the end game fun, accessible to anyone as even a solo trench can tackle all three maps successfully and with enough wiggle-room with the difficulty for them to play around and try interesting things beyond simply using the "Meta" options. That said, the "Meta" is lined out throughout this wikia and is the emphasis of this page as it will give the player a significant edge in finding that success.

It is colloquially considered that Iron Brigade's Survival is at its hardest with a full four trench squad due to factors mentioned subsequently, but the added benefits associated with having more trenches available means that communication can turn that tide back in the larger squad's favor.

The Tube's do not solely scale via player count as they will also slowly gain health as the waves progress. With 100 waves to conquer, they get a lot of time to grow and towards the end of a survival run you will notice their health pools bloating. This is the primary reason why higher trench count can compound on itself to become the hardest version of survival, as the later wave scaling will combine with the player count scaling resulting in later waves demanding much higher DPS in order to properly divert enemies such as Jacobs, Big Willies, or Volt Droppers.

That said, Survival as a whole is balanced enough so that any team size on any of the three maps can succeed even with sub-par strategies. This explanation is valid in what is happening, but perhaps gives the implication that the difficulty simply explodes exponentially at certain team sizes. It does not, and instead remains fair, simply a bit more demanding as the game expects you to work together and communicate.

It is also worth repeating that the tone throughout this intro has expected "Success" to mean "Wave 100". The fact of the matter is that rewards only go up to Wave 50, so your definition of Success very well might differ from this intro's tone and in that case you will find the difficulty a lot more manageable and your strategies a lot more free in terms of just how hog wild you can go with your loadout, turret placement, and general sweatiness. If that sounds the most fun to you then I hope the information here allows you to further increase your margin for error and have fun knocking down those Tubes!

General Strategy[]

Iron Brigade, as a whole, is not a game filled with highly balanced options for the player.

As such, there are definitive "Meta" options that can assist a player looking to push deeper into Survival mode, or simply accomplish their Wave 20 Swamp for the achievement.

This section is not specific to Swamp, and instead will outline general information for finding success in Survival as a whole. It is worth noting that while these pieces of advice are accurate for granting players general success, they are not laws and success has been found in completing various Survival runs while ignoring or outright going against many guidelines listed here.

These are to be considered "Best practices" or "Recommended practices" not "The only ways to beat Survival".

Weapons[]

There are only a few weapons that qualify as the best in their field or fulfilling a niche best exploited in Survival.

DPS[]

The discussion of DPS options for survival couldn't start with any weapon besides the Muerte Fiesta Numero 6.

The Fiesta is the single highest single target DPS possible from a weapon slot at 88.76, and in a game mode where the biggest threats are the targets your turrets won't directly attack, this is invaluable. Fiestas sport a solid 200 range to help with Volt Droppers and are all around the best weapon in the game, thus making them the usual loadout option for all chassis types.

A side-grade option for DPS is the Albert sniper rifle. The Albert has an extreme potential for outputting damage thanks to its Pierce + ability, allowing for up to 169.8 DPS.

The problem with the Albert is one of irony, as the Albert relies on its piercing damage in order to be competitive with a single target DPS of only 33.96.

The irony being that the most meta defining aspect of survival is the Pierce ability of the Piercing Sniper Turret, and yet the Albert often ends up in an unfortunate position of being "too much of a good thing".

The fact of the matter is that the Piercing Sniper Turrets are already handling everything that requires Pierce, and that Trench Weapons are primarily valued for what they can do to a single target reliably. This is not all bad news for the Albert though, as it still has the potential to be used effectively in part thanks to its 1000 sniper range versus the Fiesta's 200 slug range. A dedicated Albert can still compete by making sure they make good use of their positioning to both constantly and consistently land piercing shots.

An honorable mention can be made for the M3200 Advanced Spurt Rifle as it does slightly more DPS than the Albert against a single target, but it lacks the ability to Pierce. This results in the M3200 Advanced Spurt Rifle behaving like a much weaker Fiesta with significantly more range.

Scrap Generation[]

When it comes to Scrap there's only one answer in the weapon category, the S-2 "The Ripper" Machine Gun.

Rippers create a splendid 1.6 scrap per second while doing low enough damage to effectively strip any Tube.

Rippers are often in competition with, and replaced by, Super Shredder Turrets- which when unupgraded actually do less damage than a Ripper allowing for slightly more Scrap, but the Ripper remains relevant due primarily to its classification as a weapon instead of an emplacement.

A Super Shredder Turret is stationary, has limited range, won't target Jacobs, and takes up precious real estate that in most cases could be used for DPS. Worst off, the proposed solution to this final issue is to upgrade the Super Shredder, thus losing out on one of its strengths over the Ripper- low damage- all while not bringing it in line with Heavy Turrets in the slightest.

Regardless of this competition, both often work wonders together, and the Ripper remains unique in its ability to bring the Shred+ effect on the go.

Stagger[]

There is a unique tool in the survival kit by the name of the BO-7T6 "The Hole Puncher".

The Hole Puncher is a simple short range "shotgun" that fires a grenade forward that explodes mid-air. It's niche use is being the best at just that, being a little explosion. Explosives in Iron Brigade have many positive effects such as forcing a stagger on normal Tubes, causing an AOE of damage both for increasing your DPS and for spreading the stagger, and breaking Breakers' shells.

On top of all of this, the Hole Puncher has an extremely high DPS at just under the Fiesta with its 78.26 (+ splash).

The only downside to the Hole Puncher is its lacking range, making it ill equipped for actual reliable single target DPS, but as an easy single slot solution to adding utility to a chassis- it's unparalleled.

There is but one other Stagger-centric weapon in the Survival discussion, and that is the Massive Magnet Launcher.

The MML has roughly half the DPS of a Fiesta and struggles to target specific enemies under pressure, such as when firing into a group of Tubes, but it does harbor a strength of its own. The MML is a status spammer, through and through, as each shot explodes into homing shock bomblets that can coat un-Jacob'd groups in stun. The only reason the MML comes second to the Hole Puncher is due to the Hole Puncher's lack of investment. For one slot you can add stagger and explosive damage to your Fiesta loadout, or you can give up two slots and a notable chunk of DPS.

It has its uses and strengths, it simply demands a level of investment most squads can't comfortably accept.

Emplacements[]

As a general rule of thumb, Survival plays smoothest with the hardest hitting variant of each turret type.

The undisputed monarch of Survival Emplacements is the Piercing Sniper Turret due to its immense DPS, exceptional range- allowing them to even target the Volt Dropper effectively, ability to pierce to increase their DPS even further, and its ability to "accidentally" target Jacobs when placed appropriately.

Lagging only slightly behind and always working best together with the Piercing Sniper, you have the Super Shredder Turret, Knockback Shotgun Turret, Lieutenant Archie Flak Turret, and both primary Support Turrets (Dampeners and Collection).

The Super Shredder Turret is incredibly useful for improving Scrap Economy and finds its way onto most Survival runs if only to fund yet more Piercing Sniper Turrets.

The Knockback Shotgun Turret is The highest DPS emplacement in the game, and as such it can be put to great use in Survival so long as its short range is considered. (See: Kill Box)

The Lieutenant Archie Flak Turret is, per emplacement, the most reliable way to handle Aerial units and even put a dent into Volty when placed properly for her wide paths.

And finally, both primary Support turrets are vital for allowing a team to collect all the scrap created on large Survival maps with properly placed Collectors, and to grant the players adequate time to put out enough damage in higher waves via well placed Dampeners.

Team Layout[]

In general, a serious survival run requires at least One Engineer. This includes Solo play.

This is because of the simple fact that Heavy Turrets put out a lot of damage, quickly out DPSing any Assault or Standard chassis while allowing you to cover more of the map. Survival is unique when compared to the Campaign in that you'll be making a lot more Scrap, thus making defenses more robust and plentiful, this makes it a veritable paradise for Engineer chassis.

This does not mean that Assault chassis suddenly lose all relevance, or that Standard chassis can't find success, as Emplacements as a whole have a solid weakness against Jacobs and both Assault and Standard chassis allow a player to focus more fire onto these threats. Below are recommendations for different squad sizes for those uncertain on what to attempt bringing.

Solo[]

Solo Survival has a pretty definitive winner out of the chassis lineup as only one can equip all of the 'required' Emplacements.

Chassis Weapons Emplacements
Honeychurch 2 Fiestas Piercing Sniper Turret Super Shredder Turret Dampening Generator Mk III Impeccable Collection Pod

For a solo player the bulk of your gameplay is going to circle around placing Piercing Sniper Turrets, babysitting Jacobs with your Fiestas, and covering the lanes with both types of Support Turret and Super Shredder's for funding your immense wall of Snipers. It's convenient that the top four most valuable turrets are all available on a single chassis. You'll have sufficient DPS (Piercing), Scrap Economy (Shredder), and the ability to slow and collect every lane!

Duos[]

Two person squads have more leeway in how they organize themselves as they can juggle around the emplacements a solo player would bring (Piercing/Shredder/Damp/Pod) and even fit additional useful tools (Knockback Shotgun/Repair Crane/Lieutenant Archie/Massive Mines). The only downside for a duo is the new risk of having all players go down, failing the mission. This is why a Repair Crane is appreciated, though careful play (avoiding having both players go down at the same time) can avoid this. It is still recommended that duos especially bring along a Repair Crane.

Piercing and Fiestas
Chassis Weapons Emplacements
Honeychurch 2 Fiestas Piercing Sniper Turret Super Shredder Turret Dampening Generator Mk III Impeccable Collection Pod
Karlsson 6 Fiestas 5 Fiestas 1 Hole Puncher 4 Fiestas 2 Hole Punchers Knockback Shotgun Turret Ironclad Repair Crane

One of the most stable duos out there, this team plays the same as a solo squad with the added benefit of a DPS trench focusing down early game Volt Droppers and Jacobs from start to finish. The Karl will spend most of their scrap on upgrading the Honeychurch's emplacements or placing their designated Blue (not always the Repair Crane) though they also have the potential to be in charge of one of the core Green turrets, be that Super Shredders, Knockback Shotguns, or Lt. Archies.

Double Engineer = Piercing + Mines
Chassis Weapons Emplacements
Honeychurch 2 Fiestas Piercing Sniper Turret Super Shredder Turret Dampening Generator Mk III Impeccable Collection Pod
Honeychurch 2 Fiestas Massive Mine Layer Knockback Shotgun Turret Dampening Generator Mk III Ironclad Repair Crane

Double engie does run the risk of being overwhelmed by Jacobs, but two Engineers means two players capable of Stalling on top of allowing the powerful Mine + Sniper combo and keeping all expenses low thanks to Engineer Chassis' native scrap discount.

Piercing + Mines with a gimmicky twist
Chassis Weapons Emplacements
Honeychurch 2 Fiestas Piercing Sniper Turret Super Shredder Turret Dampening Generator Mk III Impeccable Collection Pod
Hamer 3 Fiestas Massive Mine Layer Dampening Generator Mk III Ironclad Repair Crane

This team makeup is practically the same as the last, but with fundamental differences. Namely, the Hamer has higher Scrap costs, you lose the ability to make one type of green turret, but you gain slightly higher focused fire on Jacobs while still being able to Stall like an Engineering chassis.

Trios[]

Trios and Full squads are where players will find that they have access to every Emplacement type they could want, and they can begin focusing moreso on what type of Chassis build they wish to play to the strengths of. They also gain the benefit of numbers in regards to avoiding full team wipes- be that spare Blue slots bringing along a Crane or simply having enough players that it's less likely that everyone is caught unaware during a Red Wave.

These builds usually come in one of three flavors; Engineer heavy- wherein the squad goes two or, aggressively, three engineers for the sake of cheap upgrades.

DPS Assaults, such as a Fiesta heavy Karl for the sake of keeping early game Volty under control and managing all Jacobs that break through the Mine layers.

And, finally, Scrap Assaults, such as a Ripper Karl for the sake of a better Scrap economy without needing too many Super Shredder Turrets.

This is also where teams may begin seriously considering applying gimmicks to their builds, or utilizing unconventional chassis such as the previous sections Hamer as a Honeychurch replacement that offers worse economy but a single extra Fiesta's worth of Jacob control.

Putting gimmicks aside, some builds to consider might be:

Solid Foundation. Piercing + Mines + Fiestas
Chassis Weapons Emplacements
Selker 2 Fiestas Piercing Sniper Turret Massive Mine Layer Super Shredder Turret Lieutenant Archie Flak Turret
Honeychurch 2 Fiestas Piercing Sniper Turret Knockback Shotgun Turret Dampening Generator Mk III Impeccable Collection Pod
Karlsson 6 Fiestas 5 Fiestas 1 Hole Puncher 4 Fiestas 2 Hole Punchers Super Shredder Turret Ironclad Repair Crane

The biggest benefit of a three person team over a duo is usually the ease with which they can add Mines to the mix without sacrificing much. This makeup accomplishes just that. Great economy with two engineers, mine+sniper, and a DPS to handle everything a turret can't.

Piercing + Scrap Generation + DPS
Chassis Weapons Emplacements
Honeychurch 2 Fiestas Piercing Sniper Turret Super Shredder Turret Dampening Generator Mk III Ironclad Repair Crane
Karlsson 6 Rippers 5 Rippers 1 Hole Puncher 4 Rippers 2 Hole Punchers Super Shredder Turret Impeccable Collection Pod
Karlsson 6 Fiestas 5 Fiestas 1 Hole Puncher 4 Fiestas 2 Hole Punchers Knockback Shotgun Turret Dampening Generator Mk III

While this team loses out on one of the hallmark's of a Trio, mines, it ends up feeling like a Duo with 3x the Scrap production which will see you to Wave 100 just as well. This same setup can sub a Honeychurch for a Selker to bring along those missing mines at the cost of a Repair Crane- a Trio (and Full Squad) can make due without but be mindful of Red Waves to avoid a full team wipe.

Full Four Player Squad[]

Just like Trios, Four player squads have a lot of potential due to the sheer quantity of things you're team will be able to bring to the table.

In essence, you're aiming to have enough DPS to take out Jacobs, Volty, and Big Willie, and you're aiming to have a well managed Scrap economy- both in terms of creating Scrap and in spending it on worthwhile emplacements. So your team will likely consider utilizing either Scrap Traps to make up for the Assault chassis' poor economy, or a Ripper Karl to do the same.

An alternative for managing the economy would be to utilize less or no Assault chassis and instead consider an entirely Engineer team or utilizing Standard Chassis, but then you risk losing enough Fiestas to keep Jacobs from being a problem. It all comes down to what your team finds most valuable during the loadout phase.

The Traditional
Chassis Weapons Emplacements
Honeychurch 2 Fiestas Piercing Sniper Turret Knockback Shotgun Turret Dampening Generator Mk III Ironclad Repair Crane
Selker 2 Fiestas Piercing Sniper Turret Massive Mine Layer Knockback Shotgun Turret Lieutenant Archie Flak Turret
Karlsson 6 Fiestas 5 Fiestas 1 Hole Puncher 4 Fiestas 2 Hole Punchers Super Shredder Turret Dampening Generator Mk III
Karlsson 6 Rippers 5 Rippers 1 Hole Puncher 4 Rippers 2 Hole Punchers Super Shredder Turret Impeccable Collection Pod

Double Engie Double Karl is the old standby of reliable wave 100s. Your squad will get both vital Orange turrets, plenty of scrap from Rippers, and more than enough Fiesta DPS to take out everything a turret won't.

Unique Wave Composition[]

Survival has a few "unique" wave patterns that are useful to build an understanding of in order to better counter them.

Red Waves[]

Certain waves will focus almost entirely on spawning player targeting, or "Red", Tubes. This usually includes multiple spawns of Blitzers along with one or more "unique" variants such as Snipe Tuners on Hospital or Cathys on Settlement.

While these waves often become less intimidating as defenses are put up, they are still important to note when playing in multiplayer as having everyone go down at the same time will result in a failure. Particularly large threats include Jacob'd Snipe Tuners or waves of Cathys when a player is caught unaware.

It is also worth recognizing these waves as Blitzers, while usually harmless towards a defense objective, can and will harm it if a player stands too close- so spreading out away from the Objective can be a useful bit of awareness.

Big Willie Rushes (Boss Rushes)[]

A common threat thrown the players' way are Big Willie and Split Big Willie rushes in which a single lane is bombarded with multiple Big Willies covered by a few Jacobs a piece. A Split Big Willie rush will instead spawn one Jacob'd Big Willie per lane in an attempt to disorient players.

Rushing to defeat Jacobs and prepare for any necessary Stalls are useful counters for this type of wave.

A less common variant of the Big Willie rush is the more varied "Boss Rush" in which multiple lanes will have a different Boss spawn at once. The same ideas apply, though taking the time to call out and identify which spawns are Jacob'd and which are not is very useful in this situation.

"Biggest" Willie[]

A rather unique variant of the Big Willie rush is the "Biggest" Willie- A type of wave in which only a single Big Willie will spawn but they will be protected by multiple concurrent waves of Jacobs. These waves are interesting in how much they encourage Stalling, but can be vastly undermined through effective use of Mine Layers to thin out the constant stream of Jacobs.

False Rushes[]

Another rather unique variant of the Big Willie rush is the false rush. Just as it sounds, the intent is to trick players into believing a Big Willie rush is beginning as they all rush over to the Big Willie spawn. What makes it different is that in this wave variant the Big Willie will often spawn with no protection what-so-ever and will die rapidly. When a False Rush wave begins a different conduit will spawn Resistors at the same time as the Big Willie- the intended trick being that these Resistors will be swarmed with Jacobs instead, with the intent being that players will fail to recognize the Resistors as the bigger threat and will only catch on too late.

Keeping an eye on each spawn and checking other Conduits for Jacobs is a good habit to practice which will entirely nullify the efficacy of this wave variant.

Additional Notes[]

  • The overall goal of a general purpose Survival team is to get as many upgraded Piercing Sniper Turrets out as possible as they add up to the best 'overall' defense.
  • Attempting to cover as much of each lane as possible with Dampening Generator MkIIIs will vastly lower the chance of your team being overrun or otherwise overwhelmed by what a wave sends your way.
  • Impeccable Collection Pods should be handled carefully to cover all potential Tube death areas without too much "competition" (having multiple Collection Pods in close proximity) or trapping large amounts of Scrap against nearby terrain; This may require practice and experimentation, though a good thing to avoid is placing a Pod on "top" of something Tubes will be going "under" as Scrap has a habit of being pulled up and getting trapped on the "roof" of whatever terrain blocks them.
  • Cheap Emplacements, such as Super Shredder Turrets and Dampeners, can be used as a distraction to slow down particularly nasty Burst Transmitter waves by throwing them haphazardly into the spawning area. While not worthwhile early in a game, this can become a cheap trick to nullify these Wave's threat against your more expensive and important emplacements.
  • This is also why having cheaper, less important emplacements at the "front" of each lane and hiding your more valuable emplacements in the "back" is a common practice.
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